FB Factorio Blueprints

Modular Space Exploration (SE) Colony Outpost starter base with Mall

Anonymous

These blueprints will help you setup your planet outposts (or as I call them: Colonies) quite quickly and easily, assuming you have prepared everything for it. The main idea is that you can setup one colonization rocket for this mall, go to the planet the first time and build it. Then it will produce whatever else you could need for the further development of the colony. **What needs to be prepared in advance:** - Launching pads for following resources: Coal, Stone, Bricks, Concrete, Copper Plates, Iron Plates, Steel, Water Ice - Rocket with all the materials to build power supply and the mall - Go to the planet - Setup basic power supply for the drones to be able to start working on their own - Setup advanced power for the colony (like nuclear or solar farms) **What is provided by the blueprints** - Build the startup base for the intermediates - Setup the landing pad names to receive needed materials - When rockets arrives, the mall should be ready to go - Build planetary defenses part once you have enough power - Build mall parts that you need - Connect locally produced resources if available to avoid sending additional rockets for those - Bonus: Add core fragments processing to the build if you wish to process it - Bonus: Add uranium processing if you are using nuclear power plants - Build whatever else you need in the colony, the mall should produce what's needed ;) ### More in depth explanations of each blueprint **Starting block** This block is to be built first and contains all the intermediates ingredients production. It's aligned to the 50 squares width grid so you can nicely align it with other roboports if you already are using some kind of grid for that. This alignment is also used to more easily place other blocks in the continuation. This block has inputs on the bottom to bring resources from the planet if they are available locally. Those will be used instead of ones got from rockets while they are available. If you run out, rockets will continue to provide needed materials. **Entries (simple/double)** You can choose to build all mall blocks in one line, or use two lines in parallel for less length and more square result. This block also produces gears and meteor defenses ammo. If you are using double entries, be sure to build first on the left, then on the right so that roboports with power poles can be properly built with wiring to the circuit network **Mall blocks** They align with the roboports on the top of the Entry blocks and you can chain as much as you need. It's modular, so you can build only what's needed for your specific colony. If for example you're on tiny moon and don't need rails, you don't need to build that. Each block has combinator on the top right that allows you to set the quantities of the items you wish to produce. **Meteor defense** This is to be built on top of the entries point, aligned above the batteries and defense ammo production. It will protect your colony from meteors **Core mining** It's optional build that you can put below the Starting Block. You can bring in the raw fragments of the particular colony main resource and just need to setup the corresponding recipe for the Pulverisers. It will process and output up to two belts of the main resource provided by the fragments. All the byproducts will also be transformed and put back into the mall for local usage. If the mall is not consuming those, there are other outputs that will bring those excess resources out that can be shipped elsewhere if you wish to keep the core minig going. If the core mining is producing oil or pyroflux, one of these has to be connected to the output of the storage tank in the center. It will then be consumed by the mall or can be used for other processing outside of the mall. If you mine only one belt of core fragments, right part of Pulverisers can be removed **Uranium fuel** This can be built near the nuclear power plant to provide fuel cells. It need 500 Uranium 235 and 200 Uranium 238 to jumpstart. Bring also few hundreds of Iron plates if you wish to produce some fuel cells before the starter base is operational. It should provide needed fuel cells for the nuclear plant and process them back. **Requestor combinators** These contains all the items needed to jumpstart the colony and the mall parts. You can hook them to your requestor chests on Nauvis to fill in the rocket that will be used to launch the initial colony ship and build the starter base. ### Other informations **Logistics network** The base is mostly using filtered active provider chests. They can be used early on and provide nice way of knowing where your resources are. There is one chest for each product that will be used to collect this product if something is deconstructed, but also keep small buffer so that you can request that material elsewhere if needed. Few rare requestor chests are for the resources that we want to get rid of. There are two for the Recycling facilities that will process scrap and cargo rocket part after the first crash or in case of some later mislanding. This recycling also provides heavy oil needed to jumpstart the liquefication process. Another requestor is for the wood in the circuits build that will consume any that is found on the planet to build circuits. **Local resources** Bottom of the base contains entry points to supply the mall with the resources that are already available on the planet. If this colony is supposed to provide Iron Plates for the other planets, you'll probably have Cargo Rockets sendind system for those, but you should also use these locally produced plates to supply the mall. Otherwise you'll end up sending rockets from and to the same planet :) Even if the planet is not providing a ton of some resource, but it's available in small quantities, you can stil bring it to the mall to save some rockets, and when it runs out, rockets will provide what's needed again. **Modules** This mall / starter base is not building modules. They require a ton of resources to build and with each research progress it requires more and more advanced intermediates that need to be built elsewhere. With the basic available materials the starter base could build up to lvl2 modules, and with addition of vulcanite blocks lvl3 modules. But after that they'll probably be built elsewhere. So make sure to bring ton of those when you first arrive, and then build something for local production, or specific rockets to get additional modules and in case of upgrades send back the obsolete modules for refurbishing.